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authorDan Goodliffe <dan@randomdan.homeip.net>2021-02-17 01:17:09 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-02-17 01:17:09 +0000
commita498e83b1587027fdf0eb11e14e38363d3c00470 (patch)
treeec1b4d2141b0d389b879affd0bcb46ecb1abed51 /game/terrain.cpp
parentSupport multiple shader programs, set by model (diff)
downloadilt-a498e83b1587027fdf0eb11e14e38363d3c00470.tar.bz2
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Don't keep the terrain vertex and index vectors
Diffstat (limited to 'game/terrain.cpp')
-rw-r--r--game/terrain.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/game/terrain.cpp b/game/terrain.cpp
index 3167972..3d39a2a 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -22,6 +22,7 @@ Terrain::Terrain() : texture {Texture::cachedTexture.get("terrain.png")}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ std::vector<Vertex> vertices;
vertices.reserve(verticesCount + 4);
vertices.resize(verticesCount, {{}, {}, {}});
@@ -60,7 +61,7 @@ Terrain::Terrain() : texture {Texture::cachedTexture.get("terrain.png")}
}
}
}
- finish(size, size, resolution);
+ finish(size, size, resolution, vertices);
}
Terrain::Terrain(const std::string & fileName) : texture {Texture::cachedTexture.get("terrain.png")}
@@ -72,6 +73,7 @@ Terrain::Terrain(const std::string & fileName) : texture {Texture::cachedTexture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ std::vector<Vertex> vertices;
vertices.reserve((map.width * map.height) + 4);
for (auto z = 0; z < map.height; z += 1) {
@@ -83,15 +85,16 @@ Terrain::Terrain(const std::string & fileName) : texture {Texture::cachedTexture
}
}
- finish(map.width, map.height, resolution);
+ finish(map.width, map.height, resolution, vertices);
}
void
-Terrain::finish(unsigned int width, unsigned int height, unsigned int resolution)
+Terrain::finish(unsigned int width, unsigned int height, unsigned int resolution, std::vector<Vertex> & vertices)
{
const auto tilesCount = (width - 1) * (height - 1);
const auto trianglesCount = tilesCount * 2;
const auto indicesCount = trianglesCount * 3;
+ std::vector<unsigned int> indices;
indices.reserve(indicesCount + 6);
// Indices
for (auto z = 0U; z < height - 1; z += 1) {
@@ -105,6 +108,10 @@ Terrain::finish(unsigned int width, unsigned int height, unsigned int resolution
}
}
// Normals
+ auto v = [&vertices](unsigned int width, unsigned int x, unsigned int z) -> Vertex & {
+ return vertices[x + (z * width)];
+ };
+
for (auto z = 1U; z < height - 1; z += 1) {
for (auto x = 1U; x < width - 1; x += 1) {
const auto a = v(width, x - 1, z).pos;
@@ -128,16 +135,9 @@ Terrain::finish(unsigned int width, unsigned int height, unsigned int resolution
indices.push_back(verticesCount);
indices.push_back(verticesCount + 2);
indices.push_back(verticesCount + 3);
-
meshes.create<Mesh>(vertices, indices);
}
-Vertex &
-Terrain::v(unsigned int width, unsigned int x, unsigned int z)
-{
- return vertices[x + (z * width)];
-}
-
static const Transform identity {};
static const auto identityModel {identity.GetModel()};